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Ultimate AI 2017 is a mod for Operation Flashpoint: Dragon Rising, created by Templar GFX Modding.

Descriptio (In authorís own words):

UAI is a complete reconfiguration of the games built-in AI to get the absolute best from it. It covers the following main areas

Vision and Hearing

Central and Peripheral vision has been setup to mimic that of a human, giving the AI much better awareness of what is near them, and requiring "focus" to detect more distant targets. The net result is much more convincing stealth and search mechanics where Line of Sight feels realistic and fair

Object Filtering (how much the AI can see through something) has been adjusted so that they are much less accurate when firing at you through things like bushes, grass and smoke. Large thick bushes and trees will actually block Line of Sight if you stay completely behind them (hiding inside a bush does not work unfortunately, you must be behind it)

I spent a long time balancing the AI's hearing so that they react as realistically as I could get to sound.

See the stealth video for an example. They can no longer detect you immediately by sound, instead they must turn and visually ID you first. This opens up a level of stealth not possible before!

Movement Mechanics

The AI's movement speed, as well as stance choices have been adjusted so that they are able to get into cover faster and protect themselves from fire better. When the AI will search for cover has also been adjusted to help ensure they rapidly follow critical orders (like shooting armor) while still giving them freedom for more generic orders (follow, move, defend) to find cover anywhere.

Weapon Usage

Every single weapon in the game now has its own unique customised "usage" configuration for the ai. This tells the ai how quickly to fire, the size of a burst and adjustments over different ranges. Along with these configs is individual accuracy configurations per stance to ensure the AI are not too accurate/inaccurate with any particular weapon keeping things fair, but feeling realistic.

Variations in the usage configuration between variation (Assault vs Marksman vs CQB etc) finally makes units act according to their role. A marksman stays back and takes slower, better aimed shots, while a CQB gets in close and opens up!

Vehicle Usage

Each vehicle has been adjusted as best as possible to help make the AI not suck at driving. It is a shockingly flawed system and will never approach good, but at least they get stuck a little less.

Vehicle "reset" time has been reduced so you don't have to wait FOREVER for them to get unstuck.

AI are now aware and able to use all the weapon systems on a vehicle! It is really important you remember this if you are in a helicopter, as most PLA vehicles have anti-air systems!

For the soldier, balancing comes into effect to make vehicle encounters survivable. Heavy cannons (and similar super-powerful systems), while technically perfectly eligible for taking on soldiers, are only used if the vehicle is under heavy fire. The AH6-J is a perfect example of this. It will strafe you with its mini-guns, which is bad enough, but if you all start shooting at it, expect a full salvo of rockets to be coming your way in response!

Target Selection

Each weapon also has a reconfigured target selection matrix, which takes into account distance, morale, pinning, cover, ammo and a host of other situations to rank a particular weapons effectiveness against all known targets in play. The AI then use this information to decide which weapon they are carrying should be used to fire at which target.

This results in a much more complete usage of the weapons available in game. Underslung Grenade Launchers, auxiliary vehicle weapons and modes of fire are now all used by the AI across all weapons and vehicles.

Healing System

Further tweaks to the healing mechanic in an attempt to make the AI react faster (especially to the player being wounded). This is mostly successful, but a suppressed soldier will never heal unfortunately and this is what usually prevents them from saving you.

Experience

Mostly for Mission Editors (in the campaign, soldiers are "regular" and Spec Ops / SOF are "elite") each experience level has been opened up to give huge variation in how experience effects the ai.

For example a squad of "green" soldiers will fall back from a single well placed LMG soldier suppressing them, but just a small Echelon of Elite soldiers will continue the assault even under prolonged focused fire.

Morale and Doctrine

The entire system has been redone from the ground up to create long-term morale effects rather than the nothing-until-broken setup of the original game.

Building morale takes time, but losing it happens quickly. Just a single shot whizzing past an AI is enough to effect their morale.

Thanks to the morale sharing mechanic, the "momentum" of a battle is alot more pronounced now, with taking and dealing damage effecting the AI of all units in the combat area. This leads to moments where you can almost feel the "tide" of battle change for or against you as units start dying and their comrades react.

Doctrine controls how the AI react to a situation (They can be At Ease, Aware and Combat Ready) and previously it was configured so that each state lasted a long time before being down-graded. It turns out this was a mistake, and now that Doctrine's drop very quickly, the AI more realistically return to defensive/idle orders and movements in stealth scenarios. During combat they switch to searching much faster or back to their original order once enemies are dealt with / lost entirely.

Pathing and Object Avoidance

All the Trees and Rocks have been adjusted so that vehicles avoid forests, while troops find it much easier to get behind trees for cover (you will still see the odd idiot standing next to a tree)

Small Flat rocks which were previously ignored are now avoided which helps reduce them getting stuck (vehicles especially)

Vehicle pathing has been adjusted so that it relies more on the local object avoidance than the A* path finding (which ignores objects). This really helps vehicles avoid forests and heavily rocky areas, but its not perfect.

Reaction

AI now take being shot at ALOT more seriously, and will take cover or hit-the-dirt much faster than before. This really ups their survivability!

New damage reaction mechanics has been unlocked which include :

Knockdown - Heavy damage will cause the AI to fall over. This is not them being blown back like in the movies, but gets them falling to the ground in pain. They will get back up once the shock wears off

DeathRattle - Enough damage will cause the AI to hold down the trigger on their gun, which can lead to wild sprays as they go down (looks awesome)

Concussion - Basically knocks them unconscious for a moment so they cannot react (always paired with knockdown so they don't stand around like idiots while stunned)